具体见" v( F8 d* K0 D" {" P
1 h+ P! |) `+ `4 R- \( X. Hhttp://www.matrixgames.com/forums/tm.asp?m=3185062
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# T4 j" X. e, I" w, h已经共享到岛群QQ和本论坛置顶资源帖" {5 q# s/ A6 B
( h' b/ Y- [1 L5 q. j$ Q! a大量更新,详见列表:
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Change History:
3 _" r( l+ s4 ]" q1 fV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)6 F/ ?" x- Y. M/ _- }1 G0 F
1. Seventh Update – This release is a comprehensive release updating all previous5 S) D% B7 p+ h6 w% E0 d
versions to v1.01.17 beta
/ c$ o' C9 d3 [2. Code Changes/ G3 z7 `+ J( ^! P) d! P
Fixed3 W: a" e" ~$ D1 W4 {5 E& Y
1. Display of AF/Port icon between player saves based on player's intel, j! V- e* C, U2 K; k, |! h. R
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when/ P3 |8 y; Z$ @' d0 E) ]- u" o
weapon list updated
( `+ x6 ]! Y3 a2 t* y3. Reported cargo/troop safety values incorrect when no cargo/troop space
- n: E8 [2 u- _- D+ Y4. Allow smaller 'reserve' space for small groups on ships
2 I9 u+ K/ c1 Z l5. Preserve some more data when swapping fragment and parent to prevent lost of parent
* r6 F& ^/ M$ c& u0 a0 I6. Correct attacking plane count before final post-air combat, ~, A# `* q {( Z
7. Pilot promotion may have occured in error sometimes
5 K. T$ c% S0 I: q8. Raid detect message sometimes dropped of the combat report
( t5 K# I5 j M/ a9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
i" b, j. K7 d2 Ygenerally
* J }# R3 g6 U+ r h1 C. c10. Some pilot-leader connections were being corrupted p, A5 C3 G N
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
5 X9 g% j5 |6 j5 ~1 z2 lother move issues due to the incorrect indicator. A/ z1 H& a6 n. z1 Z, E Z
12. Wrong ship sometimes reported in Ops report for TF movement which causes some2 I1 v# Y* V* X
damage8 ~" g& q4 X/ h" l D1 _* f
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool% J2 \" U4 Z/ U6 d; N9 r5 @, a
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
3 f# w% A7 ~% jdate sort
% T, t" J' m: J4 ~' p0 q15. ASW groups not allowed to attack sometimes/ _* g* ~* P1 G# r( M E
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
$ o, E' a4 e+ G PHQ/LCU to jump to reinforcement queue0 r+ Q; C7 ~( U# ~6 y( D% g* R
17. Bug in bomber intercept if too many rounds of fighter v fighter combat( O% `3 L, _# r' P
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
* _0 g4 ^3 {9 x: W3 ~ [at start of AE but crept back in sometime during updates
" n2 W4 @$ }3 d$ _8 {3 s( d19. Removed the fragment/parent swap during a TF unload as it could often orphan the' q* ?/ ?7 o" o5 y2 U" i
fragment.
- c% G; a- z; { @4 B# R20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade3 w: ?; k. v2 F0 t
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not" p) b3 P3 Z- n6 q; _" u. ]. L
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
, r" ~" T- O, X& N; p0 ~% k6 [' zset) r/ e* X( g" p
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
4 ]; }4 t2 `& L" r; L* ?23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
. u4 p& J- L& | ]" u$ s6 M24. Bug caused F/FB to sometimes bomb at low altitude3 }) Q; N4 a# D6 ~9 j
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
! X$ U ^ h$ C0 W5 b+ G5 Soccurring properly.1 S; _, p" v. A0 V( X
26. Bug in Industry 'failed' indication not showing properly sometimes
' T4 R$ S8 U$ M; d9 W27. Location check at scenario load to include small map sceanrios" A5 R& C3 y" @* N0 K* }0 t
28. Bug in air supply to fragments in a non-friendly base hex
4 m; W/ `! r9 y# q29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was( k5 Q1 H/ x; Y) X8 V$ p- Z" q
being set to homebase before execution of the mission – ie was returning to base! a! |! ?% I4 C/ R
immediately1 v/ I" z) L8 ^, ?
30. Error in Strategic map display
8 y5 V3 Y+ Z3 Y4 [5 |; t# X& j+ i31. Additional and stockpile options were not turned off when base was captured
0 V4 L+ A: J9 E& U( Y: }( y32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
9 _( ~. _, G' }! i) tmouse over
# |4 f, l- S3 N1 H2 ?; d33. Army experience being gained when not 100% prepared as per manual; changed to allow* C' _) d. J. B
chance to gain experience if >75% prepare and < 50% national exp level
% O8 u/ c! h) R8 J& C34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
% a) p# _: I- e1 xalleviate the incorrect experience gaining happening while in reinforcement queue2 Z* Y' i9 v8 V3 b8 a4 L* b
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –1 O+ A7 s5 M/ a# e6 K# q9 O6 t: K
caused unit to jump “off-rail” and move overland; S3 }0 u- a% k) T w
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
6 m6 J$ Z! }$ l3 K% |0 M! u37. Excessive accident messages on unload from TF reported c' \7 k& ?. c* w" ^! k9 G
38. Reworked editor sub-unit merging as some devices could drop off the unit list when# R3 M& H" e, v
merged causing smaller size unit than expected( n9 m; r4 t. E& }
39. Corrected possible TOE error in scenario data load for inactive units
( N) u4 h5 R5 }5 u5 B, ]) T40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
3 Y* _5 b7 ? l! Qhowever be allowed to do this./ O8 H1 V) p, o: }- a* W
41. Possible CTD if sinking ship's load was a group
p+ V! X' l1 y! |42. Limit the number of devices built from resources per unit during LCU replacements; this
8 X3 b, M" t7 h; d6 `was causing an over production for that turn
M7 z+ }& q3 f& P. x w43. Retain day/night setting when creating group fragments4 Z4 J+ W: e4 Z
44. Adjusted supply and fuel values in base list not to overrun the space
2 a/ X; n2 o5 o% b4 ?0 x7 I45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
9 d# E6 K# r" X/ J- yadded YMS to Sweep TF in line with manual and code0 P/ U2 k _5 d" q5 i- P) Y
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the6 N( b0 d* W" @
rule relates to the abundance of manpower and is not covered by replacement pool. Normal# x G0 X4 |) m' z p# {
rebuilding of destroyed units is not affected by this., e, w1 J3 C' m. y/ L; T
47. Carrier capable and trained text not showing together on Group screen
# u2 o V7 a6 K" u2 J48. Handle any blank re-name changes by ignoring them
; G9 O+ I2 V/ u6 D! Y s49. Possible CTD when air fragments combine
+ k. `8 }# T& n50. Unloading TF can freeze a LCU onto a ship under some conditions6 G' _) t; ?/ L- Y# V: j) s
51. AI not behaving if main HQs missing (affects small map mainly)$ _5 P9 {+ Q; Y5 O. Q
52. AI using AGC for normal land units – removed from TF if not needed' S: E5 x' q: I( x9 N* y
53. Soviet activation message not in Ops report
! {2 k0 H u4 d54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
- W1 |8 Q" {* ^55. Clear Soviet air balance if not activated. Possible incorrect base switching5 K3 N- v) V8 j! S; ]
56. Sub attack against docked TF not happening for port size <36 P% T& ~9 I6 ?. ]
57. Unit type changing unexpectantly
0 B9 ]9 p) E3 t, t- l6 ~2 z5 u58. Torpedo replacement on plane sometimes is missed) N( N+ D& o( q( l; }" N! V
59. Double handling of overstacked supply requirements$ D. E) e! r0 @
60. Fixed alternate weapons for port attacks
) x; n I) ^5 h. r61. Corrected weapon system damage to show after combat on ships in port rather than wait till: A" F$ J& Z! D! x: q3 b6 B
sometimer in the ship repair cycle.
4 M7 a" n' e3 `62. Ship tonnage over 32K could cause repairs to fail! Y6 E8 ?* e9 j% Y9 |
New% Y5 G% x/ s' `9 p& q. j
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
/ C% i/ V! Z% lport) s3 |+ d6 |4 m4 {1 W( L
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
1 @* r J' Y5 u8 u2 d5 g6 pTenders not counted
$ B9 h# [5 T/ D, i O2 p3 H3. When showing mine device on ship, show '!' next to mine ammo if can reload at base: H" c( p8 n. E. E9 {
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
6 k" E% U0 q, N+ D9 O6 nto remove damaged ships from TF7 m/ k0 N3 U0 Q @; l$ Z# n/ [
5. New filter for “non-building” devices in Industry pool screen
, E( M9 q% b; O9 T/ [1 z# p \6. New filter for “non-building” aircraft in Air Replacement pool screen$ l5 g6 |% B! k* C! s
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
) Z# k$ s8 Q7 q0 R. Y/ r0 pmines (^) detected' L( X, y/ y4 M+ w
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
- w! s7 ~& y7 W. A‘button6..’ image files, then these will be shown. If not, by default there are shown as
- P6 C4 |. U1 q2 Z* D( \standard parachute unit icons
$ f# t' o" Z' ]' A/ R9. Air/port damage and building is shown in base mouse over
2 b% t: b. b/ a7 V10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on; x& v, e4 _6 T$ m) t
11. TF can be routed to stay within coastal hexes as much as possible
9 Y$ C9 V, [) r: s P12. On Top Pilot screen show the 'ace' cut-off value if more than 1
) r d+ ^, }- m1 D6 D0 b- ?13. Added option on group and LCU reinforcement screen to turn off replacements
; z, H- C; X- u, s+ J- T( Y14. Current base can get supply returned to it when reserve planes returned which were
+ D% W6 A# G$ J0 _originally supplied from another base: }4 K9 O9 i' J
15. Unit type filter on Troop Loading screen1 _/ X3 E1 o: \) B0 _
16. Report killed ground units if not in combat report! Q4 h( O3 g) C4 D+ A
Changed( }- h3 h2 T$ z: `: ~
1. AF of 8+ have AV support doubled for purposes of determing support for air operations ~! U# x3 m- B6 X; y: _2 P
(complements fix 18 above)% R5 e! G) `1 i6 r+ X
2. Permanently increased pilot array to 70K9 C, S4 y! H- z
3. Increased number of air combat rounds are a factor of total aircraft involved @& g$ X0 n6 K% i" O- @
4. Allowed submap to submap movement if land connected for land units. Should have been
. k$ ~+ I* b- D. J0 T% ?6 Dso as per Andrew Brown/ ?8 w6 ?1 [8 G( }
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message2 w5 F9 o9 M* p; B. @: f
delay toggle instead m' l5 B. N+ M- p' u9 u* Z
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
( M) ?! j+ a, c( c' a, F1 D8 \maintenace a bit more
0 p. T6 C. s# J$ N- T7 X- D6 e/ I7. Support device replacements won't decrease the overall experience of LCU units. This does$ E! c {0 k) k7 O, A+ P
not alter the overall EXP change due when any replacements are received.5 m: v, A5 ? b" t: A* h6 H! Z
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
5 x( v' L1 C' o I' T/ c! ~between the two but could break current games.
$ i& Q0 w! r. v7 U9. Some LCU Prep points may be retained if unit is experienced
4 o7 T( c" A! D! J3 O1 ~7 QNotes
* X9 a' L5 G# w' N& @; A2 ^% U) x9 d- {! n1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario5 ~: Z+ S0 `0 K: T- z" B3 C1 B
should not change player or HQ, even if not in play. These original HQs are used by the AI
, W9 T2 @; I7 [5 Froutines so changing or deleting them can put the AI off. Changing other elements should
9 [- O( }( p. t/ F; @be okay.( |7 {8 b( ?5 d8 F
2. Clarification to weapon filters for aircraft:# T# I4 Q* y, M6 k. L6 ~
PM_NAVAL_ATTACK 2 // used for naval attacks$ g$ Y" ]+ ?, u; B0 l
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)" o3 n# j% S- l( g/ @6 S4 i
PM_LAND_ATTACK 8 // used for land (ground) attack3 M+ E) @+ l! E9 h0 P9 I
PM_PORT_ATTACK 16 // used for port attack
# U( j( a' R0 OPM_AF_ATTACK 32 // used for AF attack& w/ `. i% z" p4 \- s3 m; R
Dropped any reference to secondary values for land and AF as they served no special use.* n. v8 I }7 a j$ q+ o
Clarification changes0 ~0 d: o) x7 j
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These! {' |( K! l! w& r
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),$ s9 D& K, U+ j S
MONGOLIA(91) or TANNU_TUVA(92).
( F+ p! [; e& @5 Q5 _+ V2 M" q0 s% c2 Fa. Allied non-Soviet groups can't transfer to Soviet Motherland bases
# P" z! K0 s' ob. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
8 c+ Y. J0 t1 M' k$ lc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
5 a/ P3 R1 v9 r0 Fafter Soviets are activated, but can’t move9 L) I- F+ i, s p) h( E
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
+ Z" W S% B0 f, f: o% Z bdisbanded in port.
G5 P+ K) P0 }2 B9 o% D' we. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently4 f. Y4 M- R9 `
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |